Small elemental, neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) |
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Damage Vulnerabilities (suggested) cold
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 1/2 (100 XP)
Cold Sensitivity (suggested). The magmin speed halves anytime it takes cold damage.
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
ACTIONS
- Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
- Touch (suggested). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (3d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the end of each of its turns.
- Molten Fist (suggested, Recharge 6). Range Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 6 (1d8+2) bludgeoning and fire damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Magmins are small, stumpy humanoids, made of cooled magma that seals away a raging elemental inside. Their outer shells tend to be black, brown, red, or some other shade of volcanic rock, with their eyes and mouths glowing yellow and red from the fire within. They are about 3 to 4 feet tall and weigh around 400 pounds. Magmins are not very intelligent and have a chaotic and mischievous personality. They love to set things on fire and watch them burn, but they do not understand the harm they cause to other creatures. They speak Ignan, the language of fire elementals.
Magmins are glowing, humanoid creatures, much like fire-cloaked gnomes or goblins. Small puffs of flame constantly burst from their skin, as if they are perspiring kerosene that ignites when enough accumulates. Magmins radiate heat like small bonfires, rendering the area near them quite uncomfortable to most nonfire-loving creatures. Their faces are almost always twisted with malicious glee.
COMBAT
Magmins are not aggressive by nature, but they will defend themselves if attacked or provoked. They can ignite flammable objects and creatures with their touch, causing them to burst into flames. They can also shed their shells and become more dangerous, radiating intense heat and light that can scorch their enemies. Their bodies are resistant to fire and heat, but vulnerable to cold and water. Metal weapons are ineffective against them, as they melt upon contact with their molten flesh. When magmins die, they explode in a burst of fire and lava, damaging anything nearby.
Magmins are not really interested in fighting, but they are capricious little creatures who cause havoc by their very natures. Whenever they encounter an unfamiliar creature, which – their being from the plane of Magma – is almost anything else, they try to set it on fire, just for fun.
Perhaps they do not understand that others fear their flames, or perhaps they do and don’t care. Any attempt to reason them out of this course of action is almost certainly doomed to fail. At best, a creature might bribe them off with another target or a choice bit of burning food.
Their flaming fingers ignite the flammable items of any creature they hit. Note that extraordinarily flammable carried items will ignite and cause their own, additional damage.
Magmins aren’t fighters and, if attacked and actually hurt, their first choice is to run away – not too far away, but far enough to be out of immediate danger. Once safe, they are curious and foolish enough to return.
HABITAT / SOCIETY
Magmins originate from the Fountains of Creation, also known as the Para-Elemental Plane of Magma, where the planes of Fire and Earth meet. This plane is a vast mountain range of volcanoes that spew molten rock and toxic fumes. Magmins live in small groups or clans, roaming the plane in search of fun and excitement. They are often summoned and bound to the Material Plane by magic, where they cause havoc and destruction with their fiery antics. Magmins are loyal to their clanmates and friends, but have little regard for other creatures or laws. They are often attracted to sources of heat and fire, such as forges, furnaces, or campfires.
On their own plane, magmins live as hunter-gatherers. They band in small tribes, organized around a single extended “colony”. Each tribe is led by the eldest magmin. They scour the molten plain, looking for choice bits of flaming minerals or hunting other elemental creatures.
Occasionally, magmins pass into other Inner Planes or the Prime Material Plane through gaps created by the excessive heat and pressure of subterranean lava. These portals have a strong lure to the magmins, for the molten stone of such gaps has a different “taste” than that of their home.
Magmins enter into the vortex to sample the essence, and they are invariably drawn through the portal and into the other plane. Some sages speculate that the strange minerals of these portals may have an intoxicating effect on the little creatures. This would certainly account for their frivolous behavior outside of their plane.
Magmins can reach the Outer Planes only if they are summoned. Their mischievous and destructive natures provide perverse amusement to tanar’ri and baatezu, and these fiends sometimes keep magmins captive in special molten pools.
Magmins especially like to swim around in active volcanoes, for when these erupt, the magmins are released to engage in their favorite sport of igniting all.
ECOLOGY
Magmins feed on molten rock and elemental fire. They do not need to breathe, sleep, or drink. They can survive in any environment that is hot enough for them, but they will stiffen and harden if exposed to cold or water for too long. Magmins have a short lifespan of about 20 years, but they reproduce quickly by splitting off parts of their bodies that grow into new magmins. Magmins have few natural predators, as most creatures avoid them or fear them. Some fire giants and efreeti use magmins as slaves or servants, exploiting their abilities for their own purposes.
Magmin is employed as component to empower the following spells: